Emitters and teching up

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Mr.Weasel
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Emitters and teching up

Post by Mr.Weasel » Tue Sep 20, 2011 1:40 am

Well I was thinking about it, there are a lot of weapons in this game, cool eh?

Well thinking about it...all the weapons upgrade somehow without changing size. For instance Red Lasers can become X-ray lasers, Ballistics can get neutronium rounds, or side grade to AP drivers. Beam weapons can later get the quantum capacitors to increase their refire rate. Plasma guns can become AM cannons. Missiles are even passively upgraded with warhead and speed boosts. The point is that almost all weapons can be upgraded with out changing the mount size.

But not emitters. You get one kind and that is it, sure you can upgrade the size but that needs a new mount. The only tech I can think of that relates to emitters is hardened electronics, which is just a passive way to decrease damage. I think the only other weapon that doesn't upgrade is the polarized plasmatics..though I consider those a side-grade to the plasma cannons really.

Anyways we got one kind of emitter and it only does one thing only, but even basic lasers get upgrades, will we see any tech to improve emitters?
Or perhaps some kind of side grade...similar but different effect?
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Re: Emitters and teching up

Post by ZedF » Tue Sep 20, 2011 1:44 am

Energy Absorbers! :)
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Mecron
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Re: Emitters and teching up

Post by Mecron » Tue Sep 20, 2011 5:53 am

looks into armor piercing electrons ;)

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fibio
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Re: Emitters and teching up

Post by fibio » Tue Sep 20, 2011 6:58 am

A tazer maybe? Oh wait, we have that.
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mistervec
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Re: Emitters and teching up

Post by mistervec » Tue Sep 27, 2011 6:08 pm

I propose that emitters be "upgraded" via a technology that makes them shoot rainbows and replaces their sound effect with a fun, family-friendly tinkling sound. This will not impact their damage-dealing abilities in any way.
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amtie
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Re: Emitters and teching up

Post by amtie » Wed Sep 28, 2011 11:23 am

They should have a side-effect on the crew making them think there's a pot of gold in their ship somewhere, making them leave their posts.

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Mecron
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Re: Emitters and teching up

Post by Mecron » Wed Sep 28, 2011 6:13 pm

ahhh they forget the leprechaun cannon so soon ;)

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Mr.Weasel
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Re: Emitters and teching up

Post by Mr.Weasel » Thu Sep 29, 2011 4:43 pm

At first I was like, oh armor piercing electrons that sounds cool, no idea how that works though.

Then I saw Mecron trolling my thread with leprechauns :bangdesk:
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mistervec
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Re: Emitters and teching up

Post by mistervec » Thu Sep 29, 2011 5:15 pm

I'm not sure if it's trolling. Armor-piercing electrons operate entirely the principles of arcane sorcery and leprechauns have just the right combination of mass vs. magic to make them an effective delivery mechanism for such things.
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Nspace
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Re: Emitters and teching up

Post by Nspace » Thu Sep 29, 2011 5:36 pm

And if you want to see the Luck Cannon in opperation, just check out this thread.
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mistervec
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Re: Emitters and teching up

Post by mistervec » Thu Sep 29, 2011 6:57 pm

!!!


I will pay up to thirty seven dollars (US) for DLC that includes this weaponry.

I don't even care if does anything useful
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That Schmuck
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Re: Emitters and teching up

Post by That Schmuck » Sat Oct 01, 2011 4:31 am

Well there is a precedent for having leprechauns in space...

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Starknight
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Re: Emitters and teching up

Post by Starknight » Sat Oct 01, 2011 7:30 am

Great. Now when the game goes live I'm going to have to mod in the Leprechannon and the Rainbow Emitter. :bangdesk:
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